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Messages - Victorious_Games

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91
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 04, 2018, 01:52:46 AM »
Thanks for the help. I’ve already started working on a little project of my own. This is pretty easy to get into. Thanks for the help.

92
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 03, 2018, 12:30:24 PM »
Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?

93
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 01, 2018, 10:44:23 AM »
That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.

94
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: June 30, 2018, 10:14:07 PM »
I’m not talking about alternative fire modes I’m talking about having 2 different fire modes for the rocket launcher that are used by pressing 2 different buttons. I want the default fire button to shoot homing missiles and the scope activating button to shoot the straight missiles.

95
Turok 2 Seeds of Evil Modding/Mapping / Secondary Fire Modes
« on: June 30, 2018, 07:46:58 PM »
Is it possible to add a secondary fire mode for the rocket launcher that would fire off missiles that flew in a straight line and did not lock on? I was thinking about doing this using the same button that activates some of the weapons' scope modes but of course it wouldn't active or deactivate a scope. It would just simply fire off the non lock on missiles using up the same ammo as the lock on missiles. Is this possible? Or is there another way?

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